'''Giant Punch''' is [[Donkey Kong]]'s [[Neutral B]] attack. It is charged by pressing the special move button; when it is fully-charged, steam will begin billowing out of Donkey Kong's head. A subsequent press of the special move button then allows Donkey Kong to deliver an incredibly strong blow. The charge can be canceled by shielding or pressing left or right while Donkey Kong is charging. If the control stick is tilted left or right, then Donkey Kong will stop charging and roll in the tilted direction. When fully charged it is like a faster, albeit weaker, [[Falcon Punch|Falcon]] or [[Warlock Punch|Warlock Punch]]. In Brawl, Donkey Kong gains super armor right before throwing the punch. It is weaker in terms of knockback if used from very close to Donkey Kong's [[hitbox]] and fully charged. If used just before the punch is fully charged, it has higher knockback than normal with the downside of giving no super armor.

'''Giant Punch''' is [[Donkey Kong]]'s [[Neutral Special Move]] in all four [[Super Smash Bros. (series)|''Super Smash Bros.'' games]]. By pressing the [[B Button|Special Move Button]], Donkey Kong will start winding up his arm. A subsequent press of the special move button then allows Donkey Kong to deliver an incredibly strong blow. You DO NOT want to get caught in this! When it is fully-charged, steam will begin billowing out of Donkey Kong's head. From ''Melee'' until Ultimate, this move puts Donkey Kong into a [[helpless]] state if used in mid-air.

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In [[Melee]] and [[Brawl]], this move puts Donkey Kong into a [[helpless]] state if used in mid-air. However, it has less ending lag in Brawl, and more invincibility frames.

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==Overview==

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The charge can be canceled by shielding, grabbing, or pressing left or right while Donkey Kong is charging. If the control stick is tilted left or right, then Donkey Kong will stop charging and roll in the tilted direction. When fully charged it is like a faster, albeit weaker, [[Falcon Punch|Falcon]] or [[Warlock Punch|Warlock Punch]]. In ''Brawl'', it has less ending lag, more invincibility frames, and Donkey Kong gains super armor right before throwing the punch. It is weaker in terms of knockback if used from very close to Donkey Kong's [[hitbox]] and fully charged. If used just before the punch is fully charged, it has higher knockback than normal with the downside of giving no super armor. Anyone behind Donkey Kong when he uses a fully charged Giant Punch will take 18% damage.

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==Reverse Giant Punch==

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Whenusing Giant Punch in ''Brawl'', if the control stick/pad is quickly hit in the opposite direction during the first few frames, Donkey Kong will turn around very quickly (there is no animation, he simply faces the opposite direction) and will use Giant Punch in the new direction. Every character (with the exception of [[Sonic(SSBB)|Sonic]]and [[Samus (SSBB)|Samus]]) can do the same with their Standard Special as well.

In ''[[Super Smash Bros. for 3DS/Wii U]]'', the move can be customized to the '''Lightning Punch'''. This can be charged up and gives electrical damage, but it is not as powerful as Giant Punch.

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''Strengths:''

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*Still kills pretty effectively

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*Charges up faster

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''Weaknesses:''

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*Less damage

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*Less knockback

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The Lightning Punch is the light variation of the Giant Punch. It charges up very quickly, but suffers from a lackluster amount of damage output. The launch is also lessened but the move can still kill reliably around 130% on characters lighter than Donkey Kong.

In ''[[Super Smash Bros. for 3DS/Wii U]]'', the move can be customized to the '''Storm Punch'''. The Storm Punch creates a whirlwind in front of Donkey Kong which damages any opponent caught in it.

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''Strengths:''

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*Lots of launch power

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*Great for edge-guarding

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*Punch itself still does good damage

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''Weaknesses:''

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*Less launch from the punch itself

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The Storm Punch is an excellent edge-guarding tool. The windboxes have incredible range and great amounts of launch power, pushing most characters far out of range of the edge to recover to. If hit with Donkey Kong's fist, the punch itself, it will still do a good amount of damage, roughly 20% at full charge. However, the launch power of the windboxes is much stronger than that of the punch itself.

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{{Donkey Kong Custom Special Moves}}

[[Category:Attacks]]

[[Category:Attacks]]

[[Category:Special Attacks]]

[[Category:Special Attacks]]

[[Category:Donkey Kong universe]]

[[Category:Donkey Kong universe]]

[[Category:Neutral Special Moves]]

[[Category:Neutral Special Moves]]

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[[Category:Super Smash Bros.]]

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[[Category:Super Smash Bros. Melee]]

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[[Category:Super Smash Bros. Brawl]]

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[[Category:Super Smash Bros. 3DS/Wii U]]

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[[Category:Super Smash Bros. Ultimate]]

Latest revision as of 23:02, March 23, 2020

Giant Punch

User

Appears in

Giant Punch is Donkey Kong's Neutral Special Move in all four Super Smash Bros. games. By pressing the Special Move Button, Donkey Kong will start winding up his arm. A subsequent press of the special move button then allows Donkey Kong to deliver an incredibly strong blow. You DO NOT want to get caught in this! When it is fully-charged, steam will begin billowing out of Donkey Kong's head. From Melee until Ultimate, this move puts Donkey Kong into a helpless state if used in mid-air.

Contents

The charge can be canceled by shielding, grabbing, or pressing left or right while Donkey Kong is charging. If the control stick is tilted left or right, then Donkey Kong will stop charging and roll in the tilted direction. When fully charged it is like a faster, albeit weaker, Falcon or Warlock Punch. In Brawl, it has less ending lag, more invincibility frames, and Donkey Kong gains super armor right before throwing the punch. It is weaker in terms of knockback if used from very close to Donkey Kong's hitbox and fully charged. If used just before the punch is fully charged, it has higher knockback than normal with the downside of giving no super armor. Anyone behind Donkey Kong when he uses a fully charged Giant Punch will take 18% damage.

In Super Smash Bros. for 3DS/Wii U, the move can be customized to the Lightning Punch. This can be charged up and gives electrical damage, but it is not as powerful as Giant Punch.

Strengths:

Still kills pretty effectively

Charges up faster

Weaknesses:

Less damage

Less knockback

The Lightning Punch is the light variation of the Giant Punch. It charges up very quickly, but suffers from a lackluster amount of damage output. The launch is also lessened but the move can still kill reliably around 130% on characters lighter than Donkey Kong.

In Super Smash Bros. for 3DS/Wii U, the move can be customized to the Storm Punch. The Storm Punch creates a whirlwind in front of Donkey Kong which damages any opponent caught in it.

Strengths:

Lots of launch power

Great for edge-guarding

Punch itself still does good damage

Weaknesses:

Less launch from the punch itself

The Storm Punch is an excellent edge-guarding tool. The windboxes have incredible range and great amounts of launch power, pushing most characters far out of range of the edge to recover to. If hit with Donkey Kong's fist, the punch itself, it will still do a good amount of damage, roughly 20% at full charge. However, the launch power of the windboxes is much stronger than that of the punch itself.